It'd be nice if there were, but unfortunately, the field of (game) programming is new enough and broad enough that, eventually, you're going to be forced to make a tradeoff. Even for deceptively simple questions as quoted above, the tradeoffs involved are complicated enough that without more information, there is no clear cut winner. Instead, I'll try to list some of the pros and cons of a variety of languages here, which you can then weigh yourself.

Cons

Current roles

Libraries which must reach a wide audience (file formats and network protocols, for example) more than lend themselves to easy use (usually accomplished by wrappers over the library in question)

Screwing over newbies with outdated tutorials showing horrible coding practices, and "optimizations" from 1985 that may actually worsen performance in the modern day (and are almost certainly at best a waste of time spending programmer time on).

Cons

Obtuse (no C++ compiler correctly implements 100% of the standard, plenty of nonsensical inconsistencies, large amounts of compiling code have no official defined behavior, other than "undefined behavior" (as opposed to "implementation defined" behavior, which indicates something sane will likely be available).

Current roles

High performance code in the core of AAA games which can afford big engines (or to develop them).